Artificer - Archetypes

Duncehack Edition

Part 2

Skipping the preamble because this is Part 2 of the Artificer redesign.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.

ARTIFICER | DUNCEHACK

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies and herbalists' kits. If you already have either proficiency, you gain proficiency with one other type of artisan's tools of your choice instead.

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 5th level and three at 13th level and four at 17th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create a number of elixirs equal to the spell slot level used in that many empty flasks you touch, and you choose the elixir's effect from the Experimental Elixir table.

Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Alchemist Spells
Artificer Level Spell
3rd healing word, ray of sickness
5th flaming sphere, Melf's acid arrow
9th gaseous form, mass healing word
13th blight, death ward
17th cloudkill, raise dead


Alternative Spells

These were alternative options that appeared in the Artificer Revisited UA. They may be swapped in instead of the spell list above at DM's permission.


  • 3rd - purify food and drink
  • 5th - web
  • 9th - create food and water, stinking cloud


Alchemist's Satchel

At 3rd level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. It can be used to store any tools you are proficient in, and any material components needed for spells. Anything else placed inside simply falls out of the bag. the weight of the satchel never exceeds 15lbs.

This satchel can provide flasks for the Experimental Elixir feature. The flasks provided by this satchel dissapear (along with any elixir in it) at the end of a long rest.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

ARTIFICER | DUNCEHACK

Alchemical Formula

At 3rd level, you can pull magically conjured alchemical concoctions from your Alchemist's Satchel. To use any of these options, your Alchemist's Satchel must be within reach. You can prepare up to three formulae at the end of a long rest, gaining the ability to prepare another at 5th, 7th and 9th levels. Each formula can only be used once. You regain all uses of this feature after a long rest.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Each formula is conjured from your satchel as a bonus action and lasts 1 minute until it dissapears. The same bonus action that draws them from the satchel may be used to pass them to another creature within 5ft. They are used with the Use Object action. The throwing distance is 30/90.


  • Alchemical Fire. You reach into your Alchemist's Satchel and pull out a vial of volatile liquid. On impact, the vial detonates in a 10-foot circle radius. Any creature in that area must succeed on a Dexterity saving throw or take 2d6 fire damage.
  • Alchemical Acid. You can reach into your Alchemist's Satchel, pull out a vial of acid. The vial only has a small splash area and thus only targets one creature or object. The vial shatters on impact, A creature must succeed on a Dexterity saving throw or take 2d6 acid damage. If thrown against an object, this damage is maximised against it (resistances and immunities still apply).
  • Healing Draught. You reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it to regain 1d4 hit points. When a creature drinks this vial, they remove the charmed, frightened or poisoned conditions from themselves.
  • Smoke Stick. You reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. When activated, the area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. The smoke is scattered with heavy winds.
  • Tanglefoot. You reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar. The bag bursts on impact and covers the ground in a 10-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn.
  • Thunderstone. You reach into your Alchemist's Satchel and pull out a crystalline shard. When thrown, the shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Whenever you use an Alchemical Formula, you also add your Intelligence modifier to any damage and healing done.

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Alchemist Exemplar

At 20th level, you no longer have to roll for your Experimental Elixir effects when you take a rest (you may still roll if your wish however) and you can fill one new flask at the end of a short rest.

You regain the usage of your Alchemical Formula, Restorative Reagents, and Chemical Mastery features on a short or a long rest.

Recipients of spells cast with your Restorative Reagents and Chemical Mastery features also gain temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

ARTIFICER | DUNCEHACK

Experimental Elixir

The amount of Elixirs without using slots increased by overall, scaled the amount by cantrip break points.

Spell slot usage now gives a number of elixirs equal to the spell slot level used.

Alchemist's Satchel/Formula

These were on the original Artificer, the first UA, and were how you played the Plague Doctor from Darkest Dungeon. That it was ever lost was a shame. It was kind of overpowered in its original incarnation (or so I've been told, I only saw it played to 5th level at my table) as you were throwing out 'cantrip, but better' every round. Limiting it to long rest per option seems fair, given that the Alchemist gets all the options out the gate. Didn't want any that overlapped with the Experimental Elixirs hence the changes to the healing draught and the removal of the movement speed one.

Alchemist Exemplar

Turns a long rest archetype into practically a short rest one. Not the most exciting of capstones, but should noticeably increase the effectiveness of the Alchemist.

General Note

So you may have noticed that I'm leaning more on the archetype for features compared to the base class. What you've probably already noticed is how... frontloaded everything in the archetypes is. That's intentional, because you notice they all kind of don't scale that well. Idea is that Artificers scale primarily from magic item access and their Infusions, which is kind of the logic the original writeup was going for. Frontloading them like this is kind of how the Revised Ranger was handled - scaled poorly, but didn't matter because they did so much right up front.

Difference is, Artificer is a class where that kind of a design makes sense given they're... unorthadox in their approach.


Armourer (Next Page)

Had to effectively rebuild this class from scratch to achieve what I was after.

Master Smith

Actually unchanged from the UA

Arcane Weapon and Weapon Modifications

All my redesign to make it viable for any kind of weapon, not just a firearm. I figure stuff that actually makes firearms viable should be as a weapon, not as a class feature.

Idea was to have each elemental type have a niche, hence the 'on failed saves' column. Hopefully everything has its own appealing use case.

Main draw of melee weaponry is the fact you treat this like a smite, while the main draw of the ranged weaponry is that it's interchangable (the reaction line added in to lessen the sting of missing).

Extra Attack

Self Explanatory I hope.

Blast Wave

This is an elaborate combination of all of the Gunsmith's (admittedly lacklustre) features, sans the gun itself, into one neat package.

Arcane Fury

Straightforward damage boost in the late game

Armourer's Mastery

So the idea here is that if you're willing to spend infusions (that is, instead of spending them to not die), you can go completely balls to the wall on damage. Consider it a safety vs. damage tradeoff.

The full array of infusions on a short rest is to mitigate this somewhat, essentially trying to encourage users to not be too miserly with the feature.

Armourer

In the hands of some of history's greatest warriors was an equally legendary weapon, and every Armourer hopes that it is one of their weapons that reaches this mythic status.

Master Smith

When you choose this specialization at 3rd level, you gain proficiency with smith's tools, woodcarver's tools.

Arcane Weapon

At 3rd level, you forge a deadly weapon using a combination of arcane magic and your knowledge of engineering and metallurgy. You can select any weapon your DM allows within the setting for this feature, you are proficient with this weapon.

If you lose your weapon (or simply desire to replace it), you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. You can use this weapon as an arcane focus, and it is considered a magical weapon for overcoming resistances and immunities.

At 7th level, it is considered to be a +1 magical weapon. At 12th level, it is considered to be a +2 magical weapon. At 17th level, it is considered to be a +3 magical weapon.

Arcane Toolkit

At 3rd level, you craft a leather bag used to carry your tools, consumables, and ammunition if applicable, for your Arcane Weapon. Your Arcane Toolkit includes any materials that keep the weapon functioning, such as oils, whetstones (for blades), replacement parts (especially for firearms), and so on.

You can use the Arcane Toolkit to produce ammunition for your weapon if applicable. At the end of each long rest, you magically create an amount equal to your Intelligence Modifier x 20 (minimum 20) rounds of ammunition. After each short rest, you can produce half that number.

If you lose your Arcane Toolkit, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Weapon Modifications

At 3rd level, you can use materials from your Arcane Toolkit to add a modification to a your Melee Arcane Weapon, or to create specialised ammunition for your Ranged Arcane Weapon.

All effects require a saving throw, the DC of which is your spell save DC. Each effect adds another 1d4 damage of a type listed alongside the effect. This feature deals half damage on a successful save.

The damage of these effects increase their die type at 5th (1d6), 9th (1d8), 13th (1d10) and 17th (1d12) levels.

  • Melee Arcane Weapons. A melee weapon modification can be changed during a long rest. You may use this feature a number of times equal to your Intelligence Modifier, and you can decide to use this feature before or after you make an attack roll (but before the results are determined). You regain the usage of this feature on a short or a long rest.

  • Ranged Arcane Weapons. When you create ammunition with your Arcane Toolkit during a short or a long rest, up to your Intelligence modifier rounds may be of one of the specialised types listed. A specialised shot must be declared before you make an attack roll. When you miss with any specialised ammunition you can spend your reaction to magically trigger the round, causing the creature to roll its saving throw against the effect, but taking no damage regardless of its success or failure.

Weapon Modifications
Modification Save Type On Failed Save
Flame Dex. Fire Creature has suffers an extra Fire damage die at the end of its next turn.
Frost Str. Cold Creature's movement speed is 0 until the end of its next turn.
Corrode Dex. Acid Creature has disadvantage to saving throws until the end of its next turn.
Envenom Con. Poison Creature is Poisoned until the end of their next turn
Reverb Str. Thunder Creature is knocked Prone
Shock Con. Lightning Creature loses reactions until the end of their next turn

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blast Wave

At 9th level, you learn how to make explosive strikes. With a melee weapon, the range of this feature is a cone of your Intelligence Modifier x 5 feet (minimum 15 ft.), with a ranged weapon, this is instead a sphere of your Intelligence Modifier x 5 feet (minimum 15 ft.) that you can centre at a point within your weapon's range. If this sphere is centred at long range distances, creatures have advantage on the saving throw.

Alternatively, you can make the attack as a 5x30ft. line, adding your Intelligence Modifier to any damage done.

As an action, spend a usage of your Weapon Modifications feature. All creatures within the area must make a saving throw as per the modification, suffering your weapon damage, the modification damage, and the listed effects on a failed save, half damage on a successful save.

Arcane Fury

At 15th level, your weapon attacks add your Intelligence Modifier to the damage roll.

Armourer's Mastery

At 20th level, you can spend your infusions to power your abilities. You can refresh your uses of Weapon Modifications by immediately ending one of your Artificer Infusions.

In addition, you can infuse a number of items up to your maximum number of artificer infusions on a short rest.

ARTIFICER | DUNCEHACK

ARTIFICER | DUNCEHACK

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools and smith's tools. If you already have either proficiency, you gain proficiency with one other type of artisan's tools of your choice instead.

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Spells
Artificer Level Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

The effectiveness of your cannons improves by 1d8 at 5th level.

As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Eldritch Cannons
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 + Your Intelligence Modifier fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 1d8 + Your Intelligence modifier force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Artillerist's Toolbox

At 3rd level, you craft an Artillerist's Toolbox, a box containing the materials needed to maintain your cannons. The box and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Firing Solution options, described below. After you use one of those options, the box reclaims the materials. It can be used to store any tools you are proficient in, and any material components needed for spells. Anything else placed inside simply falls out of the box. the weight of the box never exceeds 15lbs.

If you lose this toolbox, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal, wood, and other raw materials.

Firing Solution

At 3rd level, when you activate your cannons, you can force them to unleash a firing solution, which affects the shot they take on their activation. You must have materials provided by your Artillerist's Toolbox to use this feature. Only one option may be used on a cannon at a time.

You have a number of uses of this feature equal to your Intelligence modifier (minimum 1). You regain uses of this feature after a short or a long rest.


  • Increased Range. The range of the next Eldritch Cannon shot is doubled.
  • Increased Intensity. 1s and 2s for damage or temporary HP are rerolled. The second roll must be taken.
  • Unorthadox Ammo. The cannon activates as if it is a different type of cannon until the end of this turn.
  • Self-Repair. The cannon does not shoot this activation, it instead restores HP equal to your artificer level + your intelligence modifier.
  • Overclock. The cannon doubles its movement speed if it has one. It ignores rough terrain and attacks of opportunity for this movement.

ARTIFICER | DUNCEHACK

Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Gunline

Starting at 9th level, you've got a keen eye for firing lines and weapon's emplacements:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action. If you are using spell slots to create them, you must spend spell slots of a combined level equal to the number of cannons you wish to create, and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Fortified Position

Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have three quarter cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have three cannons at the same time. You can create three with the same action. If you are using spell slots to create them, you must spend spell slots of a combined level equal to the number of cannons you wish to create, and you can activate all of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a further cannon past the third.

Broadside

At 20th level, whenever you cast a spell requiring a spell slot with your Arcane Firearm, roll a 20 on an attack roll, use your Flash of Genius feature, or you or one of your cannons reduce a creature to zero HP, one of your cannons can immediately make an extra activation.

If a cannon is reduced to zero hp, you can spend your reaction to cause it to explode instead.


Artillerist's Toolbox and Firing Solution

Partly to match the extra stuff rolled into the Alchemist, partly to give the Artillerist more options with how they use their cannons.

Gunline

The old 9th level feature was rolled into the 3rd level feature. This is actually the old 15th level feature, and the new 15th level feature is an improved version of this one.

Broadside

It's worded the way it is (that is, without a clause stipulating limits) intentionally. Keep killing things, and you'll keep getting activations.

ARTIFICER | DUNCEHACK

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools and smith's tools. If you already have either proficiency, you gain proficiency with one other type of artisan's tools of your choice instead.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Battle Smith Spells
Artificer Level Spell
3rd heroism, shield
5th branding smite, warding bond
9th aura of vitality, conjure barrage
13th aura of purity, fire shield
17th banishing smite, mass cure wounds


Alternative Spells

These were alternative options that appeared in the Artificer Revisited UA. They may be swapped in instead of the spell list above at DM's permission.


  • 3rd - searing smite
  • 9th - blinding smite
  • 13th - staggering smite


Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off. You gain proficiency with martial weapons and can use any martial weapon you wield as an arcane focus.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its actions and reaction on its own.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.


Steel Defender

Medium contruct, neutral


  • Armor Class 15 (natural armour)
  • Hit Points Hit Points equal to five times your level in this class + your Intelligence modifier + the iron defender's Constitution modifier
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saves Dex +3, Con +4
  • Skills Athletics +4, Perception +4
  • Damage Immunities Poison
  • Condition Immunities poisoned, charmed, exhaustion
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the iron defender's skill bonuses, the bonuses to hit and damage of its Force-Empowered Rend, and the number of hit points restored by its Repair action.

Vigilant. The iron defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Long Rest). The magical mechanisms inside the iron defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The iron defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the iron defender.

ARTIFICER | DUNCEHACK

Arcane Jolt

At 3rd level, you can channel arcane energy to harm or heal. When either you hit a target with a weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
  • You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Battle Magic

At 9th level, when you suffer damage, you can spend your reaction to move that damage to your Steel Defender if it is within 30 feet of you.

In addition, you regain usage of your Arcane Jolt feature on a short or a long rest.

Improved Defender

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack reaction, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Optimised Defender

At 20th level, you've perfected upgrades for your Steel Defender:

  • Your steel defender adds your Intelligence modifier to all its saving throws.
  • It regains usage of its repair feature after a short or a long rest.
  • Its gains your Intelligence modifier as a bonus to hit, to the damage of its attack, to its AC, and to the healing healing from its repair feature.
  • If it's reduced to 0 HP, it can fall to 1 HP instead. It cannot use this feature again until it completes a long rest.

Removed line from Battle Ready

You can place it back in if you want, but I removed the line from Battle Ready that stated: "When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls."

Yeah, technically a nerf, but I've made up for it elsewhere (namely decoupling the steel defender from your actions and letting it actually have its own turn). Casting modifier Single Attribute Dependancies are unhealthy for the system - it's not that they're overpowered as such, its that they heavily limit design room by being way too efficient in what they accomplish.

Martial Weapon Arcane Focus

In part compensation for the removal of the Int Mod attacks.

Iron Defender

Changed the repair to long rest rather than per day. Strictly speaking it's a part of your character, not a seperate magic item.

Moved Arcane Jolt

Moving it to third covers the rough utility that Firing Solution and Alchemical Formula does.

Battle Magic

Seemed like a perfect fit, Battle Smiths are more of a 'when all you have is a hammer' archetypes, so enabling them to use said hammer more often seems a goot beginning to that tier of play.

Optimised Defender

By this point it's basically a +5 bonus to its saves, AC, attack, damage and healing rolls.

Figured that'd all make a decent capstone, no?

ARTIFICER | DUNCEHACK

Archivist

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's tools and forgery kits. If you already have either proficiency, you gain proficiency with one other type of artisan's tools of your choice instead.

Archivist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Archivist Spells
Artificer Level Spell
3rd comprehend languages, dissonant whispers
5th detect thoughts, locate object
9th hypnotic pattern, tongues
13th locate creature, phantasmal killer
17th legend lore, modify memory

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.

  • Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

    When you gain a level in this class, you may change one of these skill proficiencies.

  • Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material.

    While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

    As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

    When you cast an artificer spell (including cantrips) on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can cast spells of 1st level of higher through the manifested mind a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

  • Psychic Assault. While the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind. Whenever you deal damage with a cantrip being channeled through the manifested mind, and that creature is within 5 feet of the target, you can expend a spell slot to deal extra psychic damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

Artificial Mind
Main Material Skill Proficiencies Suggested Appearance
Animal (parchment, leather, bone) Animal Handling, Insight, Medicine, Perception, Survival A beast or a humanoid visage with antlers
Mineral (glass, stone, metal) Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant (paper, wood) Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant


Manifest Mind change

Made it only lock out spell slot using spells on int. mod. uses because of the next feature.

Information Overload

See the next page for what I did to the old version (which was just a class exclusive cantrip really), but these two changes open it out to any cantrip.

ARTIFICER | DUNCEHACK

Mind Network

At 5th level, you've learned how to use your artifices to access minds, both to communicate and to harm.

  • Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
  • Psychic Damage. When you deal psychic damage with an artificer spell, that spell gains bonus psychic damage equal to your Intelligence modifier (minimum bonus of +1).

Pure Information

At 9th level, your Artificial Mind is able to receive and transmit more information than ever before.

  • Peripheral Attentions. Your Artificial Mind pays more attention to your surroundings, especially to the surroundings you are not paying direct attention to. While the Artificial Mind is on your person, you have +5 to your passive perception, investigation, survival, and insight skills.
  • Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

    You can teleport in this way once for free a number of times equal to your Intelligence Modifier (minimum once) and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

Manifest Connection

At 15th level, your connection to your manifest mind strengthens.

  • Manifest Attunement. You regain the ability to channel spells through your Manifest Mind on a short or a long rest.
  • Mind Overload. When you expend a spell slot for your Psychic Assault feature, the target must succeed on an additional Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.
  • Rapid Infoportation. You regain the use of your Infoportation feature on a short or a long rest. In addition, you can use Inforportation by spending a spell slot of 1st level or higher.

Limited Omniscience

At 20th level, you can exert your will over creation itself to answer pointed questions you may have. You gain the following benefits:

  • Knowledge Reservoir. You always have access to the identify and detect magic spells so long as your Artificial Mind is on your person and you can cast them without using a spell slot.
  • Eidetic Cartography. You are also always considered under the effects of the find the path spell so long as your Artificial Mind is on your person.
  • Unbound Acumen. As long as you have your Artificial Mind on your person, you have advantage to your spell attack rolls, and creatures within 5ft of your Manifested Mind of your choice have disadvantage to spell saving throws against your spells.


Information Overload

The feature is now a cantrip that's on the Artificer spell list (also considering Warlock, Sorcerer, maybe Wizard and Bard).

Information Overload

Divination Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (a book)
  • Duration: Instantaneous

You channeling a jumble of information from into the target's mind, overwhelming them with a stream of distracting throughts. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself.

The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Pure Information

This used to be the 14th level feature (of the UA 'Revisited' version of the Artificer). Split Mind Overload off this and moved it to the new 15th level feature and created Peripheral Attentions because flavourwise it's more in line with that that feature is supposed to be.

Manifest Connection

Created this as just power on the Manifested Mind, as well as the infoportation feature.

Limited Omniscience

A pack of very powerful utility features for flavour, and a boost to general power.

ARTIFICER | DUNCEHACK